Sdk/StateMachine: Fix instantaneous state change

This commit is contained in:
Lynix 2017-11-19 17:09:56 +01:00
parent 16d4a6ac1c
commit 4fc076325c
4 changed files with 121 additions and 85 deletions

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@ -25,6 +25,7 @@ Nazara Development Kit:
- Added BaseWidget::ClearFocus method and OnFocus[Lost|Received] virtual methods
- TextAreaWidget will now show a cursor as long as it has focus
- Fix BaseWidget linking error on Linux
- ⚠️ Rewrite StateMachine to fix instantaneous state changing (state change is no longer effective until the next update call)
# 0.4:

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@ -24,15 +24,13 @@ namespace Ndk
inline void ChangeState(std::shared_ptr<State> state);
inline const std::shared_ptr<State>& GetCurrentState() const;
inline bool IsTopState(const State* state) const;
inline std::shared_ptr<State> PopState();
inline bool PopStatesUntil(std::shared_ptr<State> state);
inline void PopState();
inline void PopStatesUntil(std::shared_ptr<State> state);
inline void PushState(std::shared_ptr<State> state);
inline void SetState(std::shared_ptr<State> state);
inline void ResetState(std::shared_ptr<State> state);
inline bool Update(float elapsedTime);
@ -40,7 +38,21 @@ namespace Ndk
StateMachine& operator=(const StateMachine&) = delete;
private:
enum class TransitionType
{
Pop,
PopUntil,
Push,
};
struct StateTransition
{
TransitionType type;
std::shared_ptr<State> state;
};
std::vector<std::shared_ptr<State>> m_states;
std::vector<StateTransition> m_transitions;
};
}

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@ -2,6 +2,7 @@
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/StateMachine.hpp>
#include <Nazara/Core/Error.hpp>
#include <utility>
@ -16,66 +17,56 @@ namespace Ndk
/*!
* \brief Constructs a StateMachine object with an original state
*
* \param originalState State which is the entry point of the application
*
* \remark Calls "Enter" on the state
* \remark Produces a NazaraAssert if nullptr is given
* \param originalState State which is the entry point of the application, a nullptr will create an empty state machine
*/
inline StateMachine::StateMachine(std::shared_ptr<State> originalState)
{
NazaraAssert(originalState, "StateMachine must have a state to begin with");
PushState(std::move(originalState));
if (originalState)
PushState(std::move(originalState));
}
/*!
* \brief Destructs the object
*
* \remark Calls "Leave" on all the states
* \remark Calls "Leave" on all the states from top to bottom
*/
inline StateMachine::~StateMachine()
{
for (std::shared_ptr<State>& state : m_states)
state->Leave(*this);
// Leave state from top to bottom (as if states were popped out)
for (auto it = m_states.rbegin(); it != m_states.rend(); ++it)
(*it)->Leave(*this);
}
/*!
* \brief Replaces the current state on the top of the machine
*
* \param state State to replace the top one if it is nullptr, no action is performed
*
* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::ChangeState(std::shared_ptr<State> state)
{
if (state)
{
PopState();
PushState(std::move(state));
// Change state is just a pop followed by a push
StateTransition transition;
transition.type = TransitionType::Pop;
m_transitions.emplace_back(std::move(transition));
transition.state = std::move(state);
transition.type = TransitionType::Push;
m_transitions.emplace_back(std::move(transition));
}
}
/*!
* \brief Gets the current state on the top of the machine
* \return A constant reference to the state
*
* \remark The stack is supposed to be non empty, otherwise it is undefined behaviour
*
* \see PopStatesUntil
*/
inline const std::shared_ptr<State>& StateMachine::GetCurrentState() const
{
return m_states.back();
}
/*!
* \brief Checks whether the state is on the top of the machine
* \return true If it is the case
*
* \param state State to compare the top with
* \remark Because all actions popping or pushing a state don't take effect until next state machine update, this can return false on a just pushed state
*/
inline bool StateMachine::IsTopState(const State* state) const
{
if (m_states.empty())
@ -86,40 +77,36 @@ namespace Ndk
/*!
* \brief Pops the state on the top of the machine
* \return Old state on the top, nullptr if stack was empty
*
* \remark This method can completely empty the stack
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline std::shared_ptr<State> StateMachine::PopState()
inline void StateMachine::PopState()
{
if (m_states.empty())
return nullptr;
StateTransition transition;
transition.type = TransitionType::Pop;
m_states.back()->Leave(*this);
std::shared_ptr<State> oldTopState = std::move(m_states.back());
m_states.pop_back();
return oldTopState;
m_transitions.emplace_back(std::move(transition));
}
/*!
* \brief Pops all the states of the machine until a specific one is reached
* \return true If that specific state is on top, false if stack is empty
* \brief Pops all states of the machine until a specific one is reached
*
* \param state State to find on the stack if it is nullptr, no action is performed
* \param state State to find on the stack. If nullptr is passed, no action is performed
*
* \remark This method can completely empty the stack
* \remark This method will completely empty the stack if state is not present
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline bool StateMachine::PopStatesUntil(std::shared_ptr<State> state)
inline void StateMachine::PopStatesUntil(std::shared_ptr<State> state)
{
if (!state)
return false;
if (state)
{
StateTransition transition;
transition.state = std::move(state);
transition.type = TransitionType::PopUntil;
while (!m_states.empty() && !IsTopState(state.get()))
PopState();
return !m_states.empty();
m_transitions.emplace_back(std::move(transition));
}
}
/*!
@ -127,34 +114,40 @@ namespace Ndk
*
* \param state Next state to represent if it is nullptr, it performs no action
*
* \remark Produces a NazaraAssert if the same state is pushed two times on the stack
* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::PushState(std::shared_ptr<State> state)
{
if (state)
{
NazaraAssert(std::find(m_states.begin(), m_states.end(), state) == m_states.end(), "The same state was pushed two times");
StateTransition transition;
transition.state = std::move(state);
transition.type = TransitionType::Push;
m_states.push_back(std::move(state));
m_states.back()->Enter(*this);
m_transitions.emplace_back(std::move(transition));
}
}
/*!
* \brief Pops every states of the machine to put a new one
*
* \param state State to reset the stack with if it is nullptr, no action is performed
* \param state State to reset the stack with. If state is invalid, this will clear the state machine
*
* \remark It is forbidden for a state machine to have (at any moment) the same state in its list multiple times
* \remark Like all actions popping or pushing a state, this is not immediate and will only take effect when state machine is updated
*/
inline void StateMachine::SetState(std::shared_ptr<State> state)
inline void StateMachine::ResetState(std::shared_ptr<State> state)
{
StateTransition transition;
transition.type = TransitionType::PopUntil; //< Pop until nullptr, which basically clears the state machine
m_transitions.emplace_back(std::move(transition));
if (state)
{
while (!m_states.empty())
PopState();
PushState(std::move(state));
transition.state = std::move(state);
transition.type = TransitionType::Push;
m_transitions.emplace_back(std::move(transition));
}
}
@ -164,9 +157,41 @@ namespace Ndk
*
* \param elapsedTime Delta time used for the update
*/
inline bool StateMachine::Update(float elapsedTime)
{
for (StateTransition& transition : m_transitions)
{
switch (transition.type)
{
case TransitionType::Pop:
{
std::shared_ptr<State>& topState = m_states.back();
topState->Leave(*this); //< Call leave before popping to ensure consistent IsTopState behavior
m_states.pop_back();
break;
}
case TransitionType::PopUntil:
{
while (!m_states.empty() && m_states.back() != transition.state)
{
m_states.back()->Leave(*this);
m_states.pop_back();
}
break;
}
case TransitionType::Push:
{
m_states.emplace_back(std::move(transition.state));
m_states.back()->Enter(*this);
break;
}
}
}
m_transitions.clear();
return std::all_of(m_states.begin(), m_states.end(), [=](std::shared_ptr<State>& state) {
return state->Update(*this, elapsedTime);
});

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@ -64,8 +64,8 @@ SCENARIO("State & StateMachine", "[NDK][STATE]")
std::shared_ptr<SecondTestState> secondTestState = std::make_shared<SecondTestState>();
Ndk::StateMachine stateMachine(secondTestState);
stateMachine.PushState(testState);
REQUIRE(!testState->IsUpdated());
REQUIRE(!secondTestState->IsUpdated());
CHECK(!testState->IsUpdated());
CHECK(!secondTestState->IsUpdated());
WHEN("We update our machine")
{
@ -73,34 +73,32 @@ SCENARIO("State & StateMachine", "[NDK][STATE]")
THEN("Our state on the top has been updated but not the bottom one")
{
REQUIRE(stateMachine.IsTopState(testState.get()));
REQUIRE(!stateMachine.IsTopState(secondTestState.get()));
CHECK(stateMachine.IsTopState(testState.get()));
CHECK(!stateMachine.IsTopState(secondTestState.get()));
REQUIRE(testState->IsUpdated());
REQUIRE(!secondTestState->IsUpdated());
CHECK(testState->IsUpdated());
CHECK(!secondTestState->IsUpdated());
}
}
WHEN("We exchange the states' positions while emptying the stack")
{
REQUIRE(stateMachine.PopStatesUntil(secondTestState));
REQUIRE(stateMachine.IsTopState(secondTestState.get()));
stateMachine.PopStatesUntil(secondTestState);
stateMachine.Update(1.f);
CHECK(stateMachine.IsTopState(secondTestState.get()));
std::shared_ptr<Ndk::State> oldState = stateMachine.PopState();
REQUIRE(stateMachine.PopState() == nullptr);
stateMachine.SetState(testState);
stateMachine.PushState(oldState);
stateMachine.ResetState(testState);
stateMachine.PushState(secondTestState);
stateMachine.Update(1.f);
THEN("Both states should be updated")
{
REQUIRE(!stateMachine.IsTopState(testState.get()));
REQUIRE(stateMachine.IsTopState(secondTestState.get()));
CHECK(!stateMachine.IsTopState(testState.get()));
CHECK(stateMachine.IsTopState(secondTestState.get()));
REQUIRE(testState->IsUpdated());
REQUIRE(secondTestState->IsUpdated());
CHECK(testState->IsUpdated());
CHECK(secondTestState->IsUpdated());
}
}
}